Irrlicht-Spintz-0.12

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etcaptor
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Post by etcaptor »

Wonderfull! :shock:
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Spintz
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Post by Spintz »

Here's a demo for Windows and DirectX 9 June 2005, for the new particle system stuff added.

Also, I just added function to IGUISkin to change between GRADIENT and CLASSIC gui skin types, use F2 to toggle that!

http://irrlicht.spintz.com/downloads/pa ... msdemo.rar
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Midnight
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Post by Midnight »

very nice... I like your skin toggle nice touch.. looks like you've solved the caption gradient bug how did you do that exactly?

damn i must get the Irrlicht-Spintz-Engine soon and backengineer it! 8)
Spintz
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Post by Spintz »

New version just uploaded!

Here's new stuff :
  • Added CSceneCollisionManager::getCollisionPoints, which can give you the near and far intersections of a line with a box.
  • Added new particle emitters - Ring, Sphere and Mesh
  • Added new particle affectors - Attraction, Rotation
  • Fixed bug in CParticleSystemSceneNode when a system's visibility was toggled
  • The following is true for ParticleEmitters, ParticleAffectors and SceneNodeAnimators : New interfaces have been added for each specific type of emitter, affector and animator. They inherit from a common interface class for their type( emitters/animators/affectors ) allowing access to change and get member data without having to remove them from a particle system scene node and adding them back with new values.
  • Added enabled attribute to the IParticleAffector's, so you can enable and disable an affector, without removing it from the ParticleSystemSceneNode.
  • Added function for IGUISkin/CGUISkin classes to change the type of the skin.
  • Renamed the EGST_METALLIC to EGST_GRADIENT
The particle emitters and affectors are really, some sweet effects can be done with particle systems, and there will be more to come soon. A little overview on the new particle setup :

http://irrlicht.spintz.com/docs/Particl ... itance.jpg
http://irrlicht.spintz.com/docs/Particl ... itance.jpg
http://irrlicht.spintz.com/docs/SceneNo ... itance.jpg

Go ahead and play with the sphere, ring and mesh emitters, and the new attractor and rotation affectors. I wanna find any bugs, the code is still very new, and also see cool effects made with it. If you can host images somewhere, email them to me, so I can check them out.

Enjoy!
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katoun
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Post by katoun »

I will try to write my ideas wile I have some time to spare( right now I work one day and the other i'm free)
Kat'Oun
katoun
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Post by katoun »

THe frist thing that should be changed(upgraded) is the material renderer.
Kat'Oun
Spintz
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Post by Spintz »

I guess I should've said this. I'm not really looking to re-write anything major in Irrlicht. Merely extend functionality, add new scene nodes and speed up where possible and fix bugs if found.

What you're looking for you should be looking at IrrlichtNX and Lightfeather. I've contributed some with IrrlichtNX and a little more with Lightfeather, which is coming along nicely. I bounce back and forth between working on each, not really IrrlichtNX anymore tho. Right now I'm in Irrlicht mode not Lightfeather.

However, I'd still like to hear ideas, or maybe Niko will listen, so go ahead and post. Also, just saying it needs a new Material Renderer, is rather vague, I do remember, I think, you made a post and had a brief discussion about this on the IrrlichtNX boards and here.
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Spintz
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Post by Spintz »

AnimatedMeshSceneNodeEmitter, still ironing out some bugs, but download demo for it, and whole new particle system here -

http://irrlicht.spintz.com/downloads/pa ... msdemo.rar
( Windows Only )

You really have to see this one in motion! Here's screenshot anyways....more coming soon! :)

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etcaptor
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Post by etcaptor »

:D Nice, you have good ideas! Thanks.
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Spintz
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Post by Spintz »

And now Cylinder emitters :

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Spintz
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Post by Spintz »

Check out my website, Linux Lovers.

Binary version only available for you Linux folk. The OpenGL extensions are disabled, because the machine I compiled on didn't have them. But the examples run fine, SpecialFX, CollisionTest and TiledTerrainManager. The execturables are in the bin/Linux directory.

Now you linux folk can compile and test Irrlicht-Spintz stuff :D
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elander
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Post by elander »

Excelent work man. And thanks for the good linux and dev-cpp support on windows. Your new particle emiters will be very cool in the new enchanted armor and sword in my game.
katoun
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Post by katoun »

:oops:
Well I realized that I actualy want a modification of both engines,SO I hope I can handel it and I hardely wayt to see what it will become.So I wont bother Irrlicht froum any more,just wish me luck :lol: cause there's a LOT of work I want to do.
Kat'Oun
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Post by Guest »

a tiled terrain scene node manager, for managing multiple terrain scene nodes to for an even larger terrain
this is a really good feature. Would be nice if it will be included in the next official irrlicht-version (c++ and .NET) :D
katoun
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Post by katoun »

That's called cell scene manager like in Morrowind.
Kat'Oun
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